Splinter Cell: Double Agent Hits Australian Stores
October 18th 2006 06:42
Ubisoft's new stealth action title, Splinter Cell: Double Agent, was released today for the Xbox 360. Over the next few weeks it will be released on all the other currently available consoles too (including PC). I had a chance to sit down with the single player this afternoon, and I found myself very impressed.
Not only does Splinter Cell Double Agent offer subtle improvements to the already stellar gameplay of the franchise, and up the graphical wizardry considerably, but it introduces in earnest something that developers have "claimed" to be putting into their gamers for years. True, meaningful choice. In this game, you make the decisions.
Now I'm not talking about choosing the way you go here, or who you kill, or who you level up. I'm talking about two sets of objectives. Those for the NSA, who you're working for, and those for the JBA, a terrorist cell you are infiltrating. As you play through the game, "choosing" which objectives to complete, you either build or loose trust with each of the two factions, and that influences gameplay remarkably.
For example, in the first level, instead of completing the main objective and halting a missile launch, you can just forget about it. Your employers won't like it, but at least you won't see a game over screen. Later in the game, you will unlock different mission depending on which side you have sided with. That's right, different missions. The ultimate outcome of the game is also completely decided by you, as there are four different endings to the experience. Further adding to the impact of your decisions, the game is riddled with moral choices and overarching themes.
Splinter Cell just got a story, and you determine its outcome. If this game is half as succesful as I think it's going to be, a lot of other developers will be following suit, ensuring their plots are not half baked, lame, fillers. That could be a very good thing for gaming.
Not only does Splinter Cell Double Agent offer subtle improvements to the already stellar gameplay of the franchise, and up the graphical wizardry considerably, but it introduces in earnest something that developers have "claimed" to be putting into their gamers for years. True, meaningful choice. In this game, you make the decisions.
Now I'm not talking about choosing the way you go here, or who you kill, or who you level up. I'm talking about two sets of objectives. Those for the NSA, who you're working for, and those for the JBA, a terrorist cell you are infiltrating. As you play through the game, "choosing" which objectives to complete, you either build or loose trust with each of the two factions, and that influences gameplay remarkably.
For example, in the first level, instead of completing the main objective and halting a missile launch, you can just forget about it. Your employers won't like it, but at least you won't see a game over screen. Later in the game, you will unlock different mission depending on which side you have sided with. That's right, different missions. The ultimate outcome of the game is also completely decided by you, as there are four different endings to the experience. Further adding to the impact of your decisions, the game is riddled with moral choices and overarching themes.
Splinter Cell just got a story, and you determine its outcome. If this game is half as succesful as I think it's going to be, a lot of other developers will be following suit, ensuring their plots are not half baked, lame, fillers. That could be a very good thing for gaming.
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